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Pathfinding rework
Pulled the whole thing apart and glued it back together
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44
Assets/Scripts/NPC/PathNode.cs
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44
Assets/Scripts/NPC/PathNode.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PathNode
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{
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private Vector3 position;
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public Vector2Int index;
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public Vector2Int parentIndex;
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private float scoreF;
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private float scoreG;
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private float scoreH;
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public List<PathNode> neigbors;
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public PathMap lowerLevel;
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private bool hasLowerLevel = false;
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private float conditionWeight = 1f;
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private PathNode previous;
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private bool blocked;
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public PathNode()
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{
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neigbors = new List<PathNode>();
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position = Vector3.zero;
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scoreG = Mathf.Infinity;
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scoreF = Mathf.Infinity;
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scoreH = Mathf.Infinity;
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}
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public void activateNextLevel()
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{
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}
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public Vector3 Position { get => position; set => position = value; }
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public float Hscore { get => scoreH; set => scoreH = value; }
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public float Gscore { get => scoreG; set => scoreG = value; }
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public float Fscore { get => scoreF; set => scoreF = value; }
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public PathNode Previous { get => previous; set => previous = value; }
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public float ConditionWeight { get => conditionWeight; set => conditionWeight = value; }
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public bool Blocked { get => blocked; set => blocked = value; }
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public bool HasLowerLevel { get => hasLowerLevel; set => hasLowerLevel = value; }
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}
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